Provide a centralized place to where visitors can browse and find links to as much Ars Magica material as possible, in as many languages as possible. We want to be, as the site's creator put it, "the crossroads of the Order." We want to link to everything related to Ars Magica, without passing judgment on the importance or quality of the material.

Be a guide and companion for the rules and game world of Ars Magica, providing useful rules summaries, examples, and commentaries on topics from across the game's extensive product line.

Contents

Project: Redcap is a site by and for the Ars Magica fan community. If you are a new visitor, this main page is a starting point for browsing.

This site is a Wiki. We welcome contributions from Ars Magica players and fans of all levels of experience. If you know of an Ars Magica-related Web site that is not listed here, please add a link to it; or contact us and a maintainer will add it for you.

While the game is grounded in real history, the magic in Ars Magica is fictitious. The game has nothing to do with purported phenomena, beliefs, or practices related to the occult. It draws instead on modern ideas of fantastic fiction, flavored with some authentic medieval beliefs and folklore.

Magic and wizards are central to the game. Ars Magica's rules for magic are very broad and flexible, enabling wizards (called magi) to make up original spells on the spur of the moment, enchant powerful magical items, bind familiars, brew potions, and more. The quest for magical knowledge is designed into the game, so reading arcane tomes and experimenting in the laboratory can be as important to a magus's career as are exploring ruins and battling dragons.

Ars Magica was first published in 1987 and is currently in its Fifth Edition.

Project: Redcap is also home to the Ars Magica FAQ, which explains many of the subtleties of the rules and the Mythic Europe setting, as well as an increasing amount of tribal lore about the fan community.